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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
180 lines
6.3 KiB
C++
180 lines
6.3 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_IREFERENCE_COUNTED_H_INCLUDED
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#define IRR_I_IREFERENCE_COUNTED_H_INCLUDED
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#include "irrTypes.h"
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#ifdef _IRR_COMPILE_WITH_LEAK_HUNTER_
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#include "leakHunter.h"
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#endif
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namespace irr
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{
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//! Base class of most objects of the Irrlicht Engine.
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/** This class provides reference counting through the methods grab() and drop().
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It also is able to store a debug string for every instance of an object.
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Most objects of the Irrlicht
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Engine are derived from IReferenceCounted, and so they are reference counted.
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When you create an object in the Irrlicht engine, calling a method
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which starts with 'create', an object is created, and you get a pointer
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to the new object. If you no longer need the object, you have
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to call drop(). This will destroy the object, if grab() was not called
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in another part of you program, because this part still needs the object.
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Note, that you only need to call drop() to the object, if you created it,
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and the method had a 'create' in it.
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A simple example:
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If you want to create a texture, you may want to call an imaginable method
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IDriver::createTexture. You call
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ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
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If you no longer need the texture, call texture->drop().
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If you want to load a texture, you may want to call imaginable method
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IDriver::loadTexture. You do this like
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ITexture* texture = driver->loadTexture("example.jpg");
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You will not have to drop the pointer to the loaded texture, because
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the name of the method does not start with 'create'. The texture
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is stored somewhere by the driver.
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*/
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class IReferenceCounted
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{
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public:
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//! Constructor.
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IReferenceCounted()
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: DebugName(0), ReferenceCounter(1)
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{
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#ifdef _IRR_COMPILE_WITH_LEAK_HUNTER_
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LeakHunter::addObject(this);
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#endif
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}
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//! Destructor.
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virtual ~IReferenceCounted()
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{
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#ifdef _IRR_COMPILE_WITH_LEAK_HUNTER_
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LeakHunter::removeObject(this);
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#endif
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}
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//! Grabs the object. Increments the reference counter by one.
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/** Someone who calls grab() to an object, should later also
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call drop() to it. If an object never gets as much drop() as
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grab() calls, it will never be destroyed. The
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IReferenceCounted class provides a basic reference counting
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mechanism with its methods grab() and drop(). Most objects of
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the Irrlicht Engine are derived from IReferenceCounted, and so
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they are reference counted.
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When you create an object in the Irrlicht engine, calling a
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method which starts with 'create', an object is created, and
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you get a pointer to the new object. If you no longer need the
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object, you have to call drop(). This will destroy the object,
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if grab() was not called in another part of you program,
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because this part still needs the object. Note, that you only
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need to call drop() to the object, if you created it, and the
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method had a 'create' in it.
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A simple example:
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If you want to create a texture, you may want to call an
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imaginable method IDriver::createTexture. You call
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ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
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If you no longer need the texture, call texture->drop().
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If you want to load a texture, you may want to call imaginable
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method IDriver::loadTexture. You do this like
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ITexture* texture = driver->loadTexture("example.jpg");
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You will not have to drop the pointer to the loaded texture,
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because the name of the method does not start with 'create'.
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The texture is stored somewhere by the driver. */
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void grab() const { ++ReferenceCounter; }
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//! Drops the object. Decrements the reference counter by one.
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/** The IReferenceCounted class provides a basic reference
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counting mechanism with its methods grab() and drop(). Most
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objects of the Irrlicht Engine are derived from
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IReferenceCounted, and so they are reference counted.
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When you create an object in the Irrlicht engine, calling a
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method which starts with 'create', an object is created, and
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you get a pointer to the new object. If you no longer need the
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object, you have to call drop(). This will destroy the object,
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if grab() was not called in another part of you program,
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because this part still needs the object. Note, that you only
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need to call drop() to the object, if you created it, and the
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method had a 'create' in it.
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A simple example:
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If you want to create a texture, you may want to call an
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imaginable method IDriver::createTexture. You call
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ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
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If you no longer need the texture, call texture->drop().
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If you want to load a texture, you may want to call imaginable
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method IDriver::loadTexture. You do this like
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ITexture* texture = driver->loadTexture("example.jpg");
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You will not have to drop the pointer to the loaded texture,
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because the name of the method does not start with 'create'.
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The texture is stored somewhere by the driver.
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\return True, if the object was deleted. */
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bool drop() const
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{
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// someone is doing bad reference counting.
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IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
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--ReferenceCounter;
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if (!ReferenceCounter)
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{
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delete this;
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return true;
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}
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return false;
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}
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//! Get the reference count.
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/** \return Current value of the reference counter. */
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s32 getReferenceCount() const
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{
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return ReferenceCounter;
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}
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//! Returns the debug name of the object.
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/** The Debugname may only be set and changed by the object
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itself. This method should only be used in Debug mode.
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\return Returns a string, previously set by setDebugName(); */
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const c8* getDebugName() const
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{
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return DebugName;
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}
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protected:
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//! Sets the debug name of the object.
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/** The Debugname may only be set and changed by the object
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itself. This method should only be used in Debug mode.
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\param newName: New debug name to set. */
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void setDebugName(const c8* newName)
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{
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DebugName = newName;
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}
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private:
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//! The debug name.
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const c8* DebugName;
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//! The reference counter. Mutable to do reference counting on const objects.
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mutable s32 ReferenceCounter;
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};
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} // end namespace irr
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#endif
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